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Here is a script i found:

[move][glow=red,2,300]CREDITS GOES TO THEONE[/glow][/move]

 

This is a simple automatic events manager to give your players something to do when they get bored.

This one only has 1 event: It spawns 1 raidboss(random) in a location(random) and announces to all the players which raidboss has been spawned where. If it's not killed within 2 hours, it erases that raidboss.

Automatic events are set for every 2 hours but can be set differently.

Also, I made the script so it's expandable. I use with 5 different random events on my servers, a timed collect the drop, raidboss spawn, a few PvP events, etc... You only need some imagination.

 

So here it is:

 

 
import math
import sys
from net.sf.l2j.gameserver              import Announcements
from net.sf.l2j.util                    import Rnd
from java.lang                      import System
from net.sf.l2j.gameserver.model.actor.appearance   import PcAppearance
from net.sf.l2j.gameserver              import GameTimeController
from net.sf.l2j.gameserver.model.quest          import State
from net.sf.l2j.gameserver.model.quest          import QuestState
from net.sf.l2j.gameserver.model.quest.jython       import QuestJython as JQuest
from net.sf.l2j.gameserver.model.actor.instance     import L2PcInstance
from net.sf.l2j.gameserver.model.actor.instance     import L2NpcInstance


MANAGER = 100400
TOPNPC  = 100401
Raids =  [ 25514,22216,25286,25283,25319 ]

#Mountain protected zone
MX  = 55312
MY  = 219168
MZ  = -3223

#Mountain top NPC coords
MNPCX   = 144291
MNPCY   = 157446
MNPCZ   = -466

#Mountain bottom and giran NPC coords
MBX1    = 82698
MBY1    = 148638
MBZ1    = -3468
MBX = 143370
MBY = 161135
MBZ = -1925

#number of participants
MountainMinPlayers = 6
MountainMaxPlayers = 30

EventNpcs = [ 100400, 100401 ]

#time between events in milliseconds
eventInterval = 7200000  # 2 hours after the first event there is the second one and the others after are 2 hours too
FirstStart = 2700000  #45 minutes after each restart there is the first event


class eventmanager (JQuest):

    def __init__(self,id,name,descr):
        JQuest.__init__(self,id,name,descr)
        self.RaidBosses ={
                0: {'name':"Queen Shyeed" , 'id':25514},
                1: {'name':"Tyrannosaurus" , 'id':22216},
                2: {'name':"Anakim" , 'id':25286},
                3: {'name':"Lilith" , 'id':25283},  
                4: {'name':"Ember" , 'id':25319},
                }
        self.RbCoords ={
                0: {'name':"in the colliseum" , 'X':150086 , 'Y':46733 , 'Z':-3407},  
                1: {'name':"near the entrance of the Garden of Eva" , 'X':84805 , 'Y':233832 , 'Z':-3669},
                2: {'name':"close to the western entrance of the Cemetary" , 'X':161385 , 'Y':21032 , 'Z':-3671},
                3: {'name':"at Gludin's Harbor" , 'X':89199 , 'Y':149962 , 'Z':-3581},
                }
        self.startQuestTimer("EventTrigger", FirstStart, None, None)
        self.RbSpawn = []
        self.rewards ={
                0: {'prize':4357 , 'number':1}, #King of the hill event, dont forget to change the reward
                }
        self.Teams = []
        self.Event = []
        self.True = True
        self.False = False
        self.Group = []
        self.EventManager1 = []
        self.EventManager = []
        self.Registration = []
        self.numberPlayers = []
        self.One = 1
        self.Team1 = []
        self.Team2 = []
        self.numberOfTeams = []
        self.Trigger = 1
        self.Count = 2
        self.Add = 1
        self.Full = False
        self.TopNpc = []
        self.EventNames = {0:"King of the hill", 1:"kill the Raidboss"}


    def onAdvEvent (self,event,npc,player):
        if event == "EventTrigger" :
            rr = int(Rnd.get(2))
            Announcestart = "The " + self.EventNames[rr] + " event is about to start!!!"
            Announcements.getInstance().announceToAll(Announcestart)
            if rr == 0:
                self.Event = 0
                eventmanager1 = self.addSpawn(MANAGER,MBX1,MBY1,MBZ1,0,False,0)
                self.EventManager1 = eventmanager1
                topnpc = self.addSpawn(TOPNPC,MNPCX,MNPCY,MNPCZ,0,False,0)
                self.TopNpc = topnpc
                Announcements.getInstance().announceToAll("All those who wish to participate should come to meet me in Giran town")
                Announcements.getInstance().announceToAll("Registration will last 15 minutes")
                self.startQuestTimer("MountainSelect", 900000, npc, player)                            
                self.startQuestTimer("10minutes", 300000, npc, player)                            
                self.startQuestTimer("5minutes", 600000, npc, player)                            
                self.startQuestTimer("2minutes", 780000, npc, player)                            
                self.startQuestTimer("1minute", 840000, npc, player)                            
            if rr == 1:
                self.Event = 1
                #the spawn coords and which raidboss are both random and
                #independant from each other
                ra = int(Rnd.get(5))
                rb = int(Rnd.get(4))
                self.RbSpawn = []
                raidboss = self.RaidBosses[ra]['name']
                location = self.RbCoords[rb]['name']
                Announcements.getInstance().announceToAll(raidboss + " has just been spawned " + location + " and will disappear in 2 hours, hurry!")
                self.RbSpawn = self.addSpawn(self.RaidBosses[ra]['id'],self.RbCoords[rb]['X'],self.RbCoords[rb]['Y'],self.RbCoords[rb]['Z'],0,False,0)
                self.startQuestTimer("RbDespawn", 7150000, npc, player)                            
                self.startQuestTimer("EventTrigger", eventInterval, npc, player)                          
        if event == "10minutes":
            Announcements.getInstance().announceToAll("10 minutes left for event registration in Giran")
        if event == "5minutes":
            Announcements.getInstance().announceToAll("5 minutes left for event registration in Giran")
        if event == "2minutes":
            Announcements.getInstance().announceToAll("2 minutes left for event registration in Giran")
        if event == "1minutes":
            Announcements.getInstance().announceToAll("1 minute left for event registration in Giran")
        if event == "MountainSelect" :
                self.EventManager1.deleteMe()
                self.startQuestTimer("MountainStart", 60000, npc, player)                            
                totalplayers = len(self.Registration)
                if totalplayers >= MountainMinPlayers:
                    #5 players per team, max 6 teams can participate
                    self.numberOfTeams = int((len(self.Registration))/2)
                    numberOfTeams = int((len(self.Registration))/2)
                    playerList = list(self.Registration)
                    Team1 = []
                    Team2 = []
                    for i in range(len(playerList)/2) :
                        Team1.append(playerList.pop(Rnd.get(len(playerList))))
                    Team2 = playerList
                    for i in Team1:
                        i.teleToLocation(MNPCX,MNPCY,MNPCZ)#tele to top of mountain
                        i.getAppearance().setNameColor(0x005de2) #orange
                        i.getAppearance().setTitleColor(0x005de2) #orange
                        i.getQuestState("eventmanager").set("cond","3")
                    for i in Team2:
                        i.teleToLocation(144428,161151,-2460)#tele to location A
                        i.getAppearance().setNameColor(0xd5e200) #yellow
                        i.getAppearance().setTitleColor(0xd5e200) #yellow
                        i.getQuestState("eventmanager").set("cond","4")
                    Announcements.getInstance().announceToAll("Team 1 - blue - has 20 minutes to take control of the mountain and talk to the Flag NPC to win this event.")
                    Announcements.getInstance().announceToAll("Team 2 - orange - has to defend the mountain to win.  Event starts in 1 minute, wait for the signal.")
                    self.Team1 = Team1
                    self.Team2 = Team2
                    self.numberOfTeams = numberOfTeams
                else:
                    Announcements.getInstance().announceToAll("Event cancelled due to lack of participation.")
                    self.EventManager1.deleteMe()
                    self.TopNpc.deleteMe()
                    self.cancelQuestTimer("round_finish", None, None)
                    self.cancelQuestTimer("15Tofinish", None, None)
                    self.cancelQuestTimer("10Tofinish", None, None)
                    self.cancelQuestTimer("5Tofinish", None, None)
                    self.cancelQuestTimer("1Tofinish", None, None)
        if event == "MountainStart":
            for i in self.Team2:
                i.teleToLocation(MBX,MBY,MBZ)#tele to location A
            Announcements.getInstance().announceToAll("Start the event!!! Team 2, ATTACK!!! Good luck to both teams!")
            self.Attacker = self.Team2
            self.Defender = self.Team1
            self.startQuestTimer("round_finish", 1200000, npc, player) #sera 1200000                            
            self.startQuestTimer("15Tofinish", 300000, npc, player)                            
            self.startQuestTimer("10Tofinish", 600000, npc, player)                            
            self.startQuestTimer("5Tofinish", 900000, npc, player)                            
            self.startQuestTimer("1Tofinish", 1140000, npc, player)                            
        if event == "15Tofinish":
            Announcements.getInstance().announceToAll("15 minutes until the end of the event")
        if event == "10Tofinish":
            Announcements.getInstance().announceToAll("10 minutes until the end of the event")
        if event == "5Tofinish":
            Announcements.getInstance().announceToAll("5 minutes until the end of the event")
        if event == "1Tofinish":
            Announcements.getInstance().announceToAll("1 minute until the end of the event")
        if event == "round_finish" and npc and player:
            self.TopNpc.deleteMe()
            self.startQuestTimer("EventTrigger", eventInterval, npc, player)                          
            self.cancelQuestTimer("15Tofinish", None, None)
            self.cancelQuestTimer("10Tofinish", None, None)
            self.cancelQuestTimer("5Tofinish", None, None)
            self.cancelQuestTimer("1Tofinish", None, None)
            Announcements.getInstance().announceToAll("Orange team wins!")
            rr = self.Event
            reward = self.rewards
            for i in self.Team2:
                i.teleToLocation(MBX1,MBY1,MBZ1)#tele back to town
                i.getAppearance().setNameColor(0xffffff)
                i.getAppearance().setTitleColor(0xffffff)
                i.getQuestState("eventmanager").set("cond","0")
            for i in self.Team1:
                i.teleToLocation(MBX1,MBY1,MBZ1)#tele back to town
                i.getQuestState("eventmanager").giveItems(reward[rr]['prize'],reward[rr]['number'])
                i.getQuestState("eventmanager").playSound("ItemSound.quest_fanfare_1")
                i.getAppearance().setNameColor(0xffffff)
                i.getAppearance().setTitleColor(0xffffff)
                i.getQuestState("eventmanager").set("cond","0")
        if event == "RbDespawn":
            self.RbSpawn.deleteMe()

    def onTalk (self,npc,player) :
        npcId = npc.getNpcId()
        cond = player.getQuestState("eventmanager").getInt("cond")
        if npcId == MANAGER :
            if not cond == 2:
                if self.Event == 0:
                    if len(self.Registration) < MountainMaxPlayers:
                        player.getQuestState("eventmanager").set("cond","2")
                        self.Registration.append(player)
                        Reg = list(self.Registration)
                        return "<html><body>You have been added to the event list, teams will be made randomly 1 minute before the start of the event</body></html>"
                    else:
                        Announcements.getInstance().announceToAll("Event is now full, no more registration accepted.")
                        self.Full = True
                        return "<html><body>Event is full, try again next time</body></html>"
            else:
                return "<html><body>You are already registered</body></html>"
        if npcId == TOPNPC :
            if not cond == 3:
                self.TopNpc.deleteMe()
                self.cancelQuestTimer("round_finish", None, None)
                self.cancelQuestTimer("15Tofinish", None, None)
                self.cancelQuestTimer("10Tofinish", None, None)
                self.cancelQuestTimer("5Tofinish", None, None)
                self.cancelQuestTimer("1Tofinish", None, None)
                Announcements.getInstance().announceToAll("Blue team wins!")
                rr = self.Event
                reward = self.rewards
                self.startQuestTimer("EventTrigger", eventInterval, npc, player)                          
                for i in self.Team1:
                    i.teleToLocation(MBX1,MBY1,MBZ1)#tele back to town
                    i.getAppearance().setNameColor(0xffffff)
                    i.getAppearance().setTitleColor(0xffffff)
                    i.getQuestState("eventmanager").set("cond","0")
                for i in self.Team2:
                    i.teleToLocation(MBX1,MBY1,MBZ1)#tele back to town
                    i.getQuestState("eventmanager").playSound("ItemSound.quest_fanfare_1")
                    i.getQuestState("eventmanager").giveItems(reward[rr]['prize'],reward[rr]['number'])
                    i.getAppearance().setNameColor(0xffffff)
                    i.getAppearance().setTitleColor(0xffffff)
                    i.getQuestState("eventmanager").set("cond","0")
            else:
                return "<html><body>You are on the defending team!!! defend me, stop talking!</body></html>"

    def onKill (self,npc,player,isPet):
        if npc in self.RbSpawn:
            self.cancelQuestTimer("RbDespawn", None, None)

# Quest class and state definition
QUEST       = eventmanager(-1, "eventmanager", "ai")

for i in Raids:
    QUEST.addKillId(i)

for i in EventNpcs:
    QUEST.addTalkId(i)
    QUEST.addStartNpc(i)

print "Event Manager loaded!!!"

 

 

100400.htm

<html>
<body>
<center>
<img src="L2UI_CH3.herotower_deco" width=256 height=32>
<br>So... you want to participate in the event?
<br><br>
<button value="Yes!" action="bypass -h npc_%objectId%_Quest eventmanager" width=75 height=21 back="L2UI_ch3.Btn1_normalOn" fore="L2UI_ch3.Btn1_normal">
<img src=Sek.start_logo width=256 height=256 align=center>
</center></body>
</html>

 

100401.htm

<html>
<body>
<center>
<img src="L2UI_CH3.herotower_deco" width=256 height=32>
<br>hmmm... it seems you have defeted my defenders... So, you want your reward then?
<br><br>
<button value="Yes we do!" action="bypass -h npc_%objectId%_Quest eventmanager" width=75 height=21 back="L2UI_ch3.Btn1_normalOn" fore="L2UI_ch3.Btn1_normal">
<img src=Sek.start_logo width=256 height=256 align=center>
</center></body>
</html>

 

Do not forget to create 2 NPCs with IDs 100400 and 100401 as they are needed for the King of the Hill event!

** note: DO NOT spawn these NPCs, the script will spawn them when needed **

 

Also you need this(to prevent karma during the event):

insert  into zone_vertices values
('25100', '0', '143314', '164544'),
('25100', '1', '144215', '160270'),
('25100', '2', '145877', '159158'),
('25100', '3', '145397', '158735'),
('25100', '4', '142822', '155102'),
('25100', '5', '140831', '158004'),
('25100', '6', '141794', '160570');

 

 

this part goes in zone.xml:

    <zone id='25100' type='Arena' shape='Npoly' minZ='-2100' maxZ='-100'>
        <stat name='name' val='Special Mountain Arena'/>
        <stat name='spawnX' val='-59858'/>
        <stat name='spawnY' val='-57495'/>
        <stat name='spawnZ' val='-2039'/>
    </zone>

Posted

Well i suppose that's nice,but it's only for L2J as in L2JFree table zone_vertices do not exist and zone.xml do not exist.Or i am wrong?

  • 2 months later...
Posted

Thx 4 share

 

I've got a question: In KOTH , when u die u have to go to the city (fantasy island), is there any way to res a dead char an teleport it to his team spot?

 

I try this but it didn't worked:

 

def onDeath(self, npc, pc, st) :
  if rr == 0:  
    if st.getPlayer() in self.Team1:
       SkillTable.getInstance().getInfo(1016,9).getEffects(st.getPlayer(),st.getPlayer())
       st.getPlayer.teleToLocation(MNPCX,MNPCY,MNPCZ)#tele to top of mountain
    else:
       SkillTable.getInstance().getInfo(1016,9).getEffects(st.getPlayer(),st.getPlayer())
       st.getPlayer.teleToLocation(144428,161151,-2460)#tele to location A

 

I've never did something like this so i'm a newby.

 

Any clues?

 

Thx

Marcelo

  • 2 weeks later...
  • 4 weeks later...
Posted

Does anyone have the working code for l2jfree?

 

In the python script replace all the "net.sf.l2j." for "com.l2jfree."

and replace this line:

from net.sf.l2j.util                    import Rnd

for this one:

from com.l2jfree.tools.random              import Rnd

 

Add this to data/zone/arena.xml

  <zone id="25100" name="Special Mountain Arena">
    <settings pvp="Arena" />
    <shape type="Poly" ZMin="-2100" ZMax="-100">
      <point x="144215" y="160270" />
      <point x="145877" y="159158" />
      <point x="145397" y="158735" />
      <point x="142822" y="155102" />
      <point x="140831" y="158004" />
      <point x="141794" y="160570" />
    </shape>
  </zone>

 

And you dont need to put the zone_verticles.sql and the zone.xml stuff, bcause l2jfree simply doesnt have it ^^

The NPC's is the same (in html/default/...)

 

Hope it works

Posted

Fix this please

 

Disk:\serverdir\gameserver\data\scripts\quests\eventmanager\__init__.py
Traceback (innermost last):
  File "__init__.py", line 258, in onKill
TypeError: iteration over non-sequence

        at org.python.core.Py.TypeError(Unknown Source)
        at org.python.core.PyObject.__iter__(Unknown Source)
        at org.python.core.PyInstance.__iter__(Unknown Source)
        at org.python.core.PyObject.object___contains__(Unknown Source)
        at org.python.core.PyObject.__contains__(Unknown Source)
        at org.python.core.PyInstance.__contains__(Unknown Source)
        at org.python.core.PyObject._in(Unknown Source)
        at org.python.pycode.serializable._pyx1235839395481.onKill$5(__init__.py
:258)
        at org.python.pycode.serializable._pyx1235839395481.call_function(__init
__.py)
        at org.python.core.PyTableCode.call(Unknown Source)
        at org.python.core.PyTableCode.call(Unknown Source)
        at org.python.core.PyTableCode.call(Unknown Source)
        at org.python.core.PyFunction.__call__(Unknown Source)
        at org.python.core.PyMethod.__call__(Unknown Source)
        at org.python.core.PyObject.__call__(Unknown Source)
        at org.python.core.PyObject._jcallexc(Unknown Source)
        at org.python.core.PyObject._jcall(Unknown Source)
        at org.python.proxies.main$eventmanager$368.onKill(Unknown Source)
        at net.sf.l2j.gameserver.model.quest.Quest.notifyKill(Quest.java:412)
        at net.sf.l2j.gameserver.model.L2Attackable$OnKillNotifyTask.run(L2Attac
kable.java:498)
        at java.util.concurrent.Executors$RunnableAdapter.call(Unknown Source)
        at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
        at java.util.concurrent.FutureTask.run(Unknown Source)
        at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.
access$301(Unknown Source)
        at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.
run(Unknown Source)
        at java.util.concurrent.ThreadPoolExecutor$Worker.runTask(Unknown Source
)
        at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)

 

Running L2J , latest rev

Posted

i got the same error like Mafia_007 and i'm using l2jfree latest rev.

 

you could come up with a fix? ;;)

 

thanks

 

P.S. it happened right after i killed the rb.

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    • ✔ We offer more services than listed. Prices of goods may vary depending on country, warranty, phone number, and other factors. We are available 24/7. ⠀⠀⠀⠀⠀⠀⣀⣠⣤⣀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⣴⡿⠋⠉⠉⠻⢿⣦⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⢸⣿⠀⠀⠀⠀⠀⠀⠹⣷⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠈⣿⡄⠀⠀⠀⠀⠀⠀⢸⣇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠸⣷⠀⠀⠀⠀⠀⠀⢸⣿⠀⠀⢀⣀⣀⣀⣀⣀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⢻⣇⠀⠀⠀⠀⠀⢸⣿⣿⡿⠿⠿⠟⠛⠛⠻⢿⣿⣶⣄⠀⠀⠀ ⠀⠀⠀⠀⠀⢈⣿⠆⠀⠀⠀⠀⠀⠀⠀⠀⣀⣠⣤⣤⣤⣤⠀⠈⠻⣿⣇⠀⠀ ⠀⠀⠀⠀⢀⣾⡏⠀⠀⠀⠀⠀⠀⠀⣴⡿⠋⠉⠀⠀⠀⠀⠀⠀⠀⢹⡿⠀⠀ ⠀⠀⣀⣤⣼⣿⠀⠀⠀⠀⠀⠀⠀⢸⡟⠀⠀⠀⠀⠀⠀⠀⠀⠀⣠⣿⣷⣄⠀ ⢠⣾⠟⠋⠉⠋⠀⠀⠀⠀⠀⠀⠀⠈⣿⣦⣀⣀⣀⣤⣤⣶⣶⠿⠋⠁⢹ ⢸⣿⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣴⡟⢉⣿⠋⠉⠉⠉⠁⠀⠀⠀⠀⢸⣿⠀ ⢸⣿⠀⠀⠀⠀⠀⢀⣀⣀⣤⣴⠿⠋⠀⠘⣷⡀⠀⠀⠀⠀⠀⠀⢀⣴⣿⠏⠀ ⢸⣿⡄⠀⠀⠀⠀⠈⠉⠉⠁⠀⠀⠀⠀⠀⣸⣿⢶⣤⣤⣴⡶⠿⠛⠙⣿ ⠈⣿⣇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢰⣿⠁⠀⠀⠀⠀⠀⠀⠀⠀⣽⣿⠀ ⠀⠘⣿⣆⠀⠀⠀⠀⣠⣤⡀⠀⠀⠀⠀⠈⠻⣧⣀⡀⠀⠀⠀⣀⣠⣴⡿⠇⠀ ⠀⠀⠘⢿⣿⣦⣤⣴⡿⠻⠿⣷⣦⣤⣤⣤⣴⣾⣿⡿⠿⠿⠿⠟⠛⠉⠀⠀⠀ ⠀⠀⠀⠀⠀⠀
    • Frozen is more popular coz adm can edit npc from client side and no need dig in xml and etc  )
    • Your work is as good as your arrogance. If you didn't break 10 systems to fix 1, I would recommend aCis. Yes, I use aCis and I fixed a lot of things that you left aside to reorganize and rename things. You insist on recommending your broken public project. Don't do that because there are many people who dream of owning a server, and in aCis 409 every dream is broken. I've seen many people break things by using this. aCis 409 doesn't work at the basics. Water movement and flying movements are broken, which is the basics. Seven Sings is completely broken, Sieges need fixing, and worst of all, level 3 and 4 clan quests are bugged, besides other quests that you intentionally broke and still recommend. You are an excellent programmer, but your arrogance in feeling superior to everyone is killing you. Happy New Year to you, and be more transparent and honest when recommending this. I'm not sharing the corrections I made, nor my Geodata system, precisely because of your arrogance. I'll soon post a video of my Geoengine system, which you spent 12 years on and didn't finish. I can send you a list of everything you need to fix, but you're too arrogant for that because you're a superior God and don't accept advice from mortals.
    • Changelog   All notable changes to this project will be documented in this file. [English Version](#english-version) | [Versión en Español](#versión-en-español)   ---   English Version   [1.1.3] - 2026-01-05   Added   Donation System Integration - Integrated comprehensive donation panel into the main CMS - Implemented direct donation system without requiring user login - Added automatic coin crediting directly to character inventory - Created new React component for donation interface with modern design - Implemented real-time coin calculation based on payment method and currency - Added support for multiple payment gateways:   - MercadoPago (ARS)   - PayPal (USD, BRL, EUR)   - PagSeguro (BRL) - Developed new backend endpoint for processing direct donations - Implemented character validation system before payment processing - Added automatic webhook handling for payment confirmations - Created comprehensive logging system for all donation transactions - Implemented bonus system for bulk coin purchases - Added donation history tracking and management   Vote Reward System - Integrated vote reward panel into the CMS - Implemented multi-topsite voting system - Added automatic reward delivery upon vote verification - Created vote tracking and cooldown management - Implemented anti-fraud measures for vote validation - Added vote history and statistics for users - Developed admin panel for vote reward configuration - Implemented automatic vote verification through topsite APIs   Database Enhancements - Created new table structure for donation management (`site_donations`) - Added `auto_credit` field for automatic coin delivery - Implemented balance tracking system (`site_balance`) - Created conversion and transfer logging tables - Added comprehensive indexing for performance optimization - Implemented transaction history tracking   Frontend Improvements - Developed new donation panel component with consistent site design - Added multi-language support (Spanish, English, Portuguese) - Implemented form validation and error handling - Created responsive design for mobile and desktop - Added real-time price calculation display - Implemented loading states and user feedback messages   Backend Infrastructure - Created secure API endpoints for donation processing - Implemented webhook system for payment gateway integration - Added comprehensive error logging and debugging tools - Developed configuration management system - Implemented security measures for sensitive data handling - Added support for sandbox and production environments   Documentation - Created comprehensive production setup guide - Developed security checklist for deployment - Added database setup scripts with detailed instructions - Created API integration documentation - Developed troubleshooting guides - Added configuration examples for all payment gateways   Changed - Updated navigation system to include donation and vote panels - Modified routing to support new panel pages - Enhanced translation system with new text strings - Improved error handling across the application - Updated proxy configuration for backend communication   Security - Implemented credential protection in configuration files - Added example configuration files without sensitive data - Created .htaccess rules for protecting sensitive directories - Implemented webhook signature validation - Added SQL injection prevention measures - Implemented session security enhancements   Technical Details - React 19.2.0 for frontend components - TypeScript for type safety - Vite 6.2.0 for build tooling - PHP 7.4+ for backend processing - SQL Server 2012+ for database management - Integration with MercadoPago SDK - RESTful API architecture   ---   Versión en Español   [1.1.3] - 2026-01-05   Agregado   Integración del Sistema de Donaciones - Integración completa del panel de donaciones al CMS principal - Implementación de sistema de donaciones directas sin requerir inicio de sesión - Agregada acreditación automática de coins directamente al inventario del personaje - Creación de nuevo componente React para interfaz de donaciones con diseño moderno - Implementación de cálculo de coins en tiempo real según método de pago y moneda - Agregado soporte para múltiples pasarelas de pago:   - MercadoPago (ARS)   - PayPal (USD, BRL, EUR)   - PagSeguro (BRL) - Desarrollo de nuevo endpoint backend para procesamiento de donaciones directas - Implementación de sistema de validación de personajes antes del procesamiento de pago - Agregado manejo automático de webhooks para confirmaciones de pago - Creación de sistema completo de logs para todas las transacciones de donación - Implementación de sistema de bonos para compras de coins en volumen - Agregado seguimiento y gestión de historial de donaciones   Sistema de Recompensas por Votación - Integración del panel de recompensas por votación al CMS - Implementación de sistema de votación multi-topsite - Agregada entrega automática de recompensas al verificar votos - Creación de seguimiento de votos y gestión de tiempos de espera - Implementación de medidas anti-fraude para validación de votos - Agregado historial de votos y estadísticas para usuarios - Desarrollo de panel administrativo para configuración de recompensas - Implementación de verificación automática de votos mediante APIs de topsites   Mejoras en Base de Datos - Creación de nueva estructura de tablas para gestión de donaciones (`site_donations`) - Agregado campo `auto_credit` para entrega automática de coins - Implementación de sistema de seguimiento de balance (`site_balance`) - Creación de tablas de registro de conversiones y transferencias - Agregada indexación completa para optimización de rendimiento - Implementación de seguimiento de historial de transacciones   Mejoras en Frontend - Desarrollo de nuevo componente de panel de donaciones con diseño consistente - Agregado soporte multi-idioma (Español, Inglés, Portugués) - Implementación de validación de formularios y manejo de errores - Creación de diseño responsive para móvil y escritorio - Agregada visualización de cálculo de precios en tiempo real - Implementación de estados de carga y mensajes de retroalimentación al usuario   Infraestructura Backend - Creación de endpoints API seguros para procesamiento de donaciones - Implementación de sistema de webhooks para integración con pasarelas de pago - Agregadas herramientas completas de registro de errores y depuración - Desarrollo de sistema de gestión de configuración - Implementación de medidas de seguridad para manejo de datos sensibles - Agregado soporte para entornos sandbox y producción   Documentación - Creación de guía completa de configuración para producción - Desarrollo de checklist de seguridad para despliegue - Agregados scripts de configuración de base de datos con instrucciones detalladas - Creación de documentación de integración de APIs - Desarrollo de guías de solución de problemas - Agregados ejemplos de configuración para todas las pasarelas de pago   Modificado - Actualización del sistema de navegación para incluir paneles de donación y votación - Modificación del enrutamiento para soportar nuevas páginas de paneles - Mejora del sistema de traducciones con nuevas cadenas de texto - Mejora del manejo de errores en toda la aplicación - Actualización de configuración de proxy para comunicación con backend   Seguridad - Implementación de protección de credenciales en archivos de configuración - Agregados archivos de configuración de ejemplo sin datos sensibles - Creación de reglas .htaccess para proteger directorios sensibles - Implementación de validación de firma de webhooks - Agregadas medidas de prevención de inyección SQL - Implementación de mejoras de seguridad en sesiones   Detalles Técnicos - React 19.2.0 para componentes frontend - TypeScript para seguridad de tipos - Vite 6.2.0 para herramientas de construcción - PHP 7.4+ para procesamiento backend - SQL Server 2012+ para gestión de base de datos - Integración con SDK de MercadoPago - Arquitectura API RESTful   ---   Migration Notes / Notas de Migración   For Existing Installations / Para Instalaciones Existentes   **English:** If you are upgrading from a previous version, please follow these steps: 1. Backup your database before applying any changes 2. Run the database migration script (`database_setup.sql`) 3. Update your configuration file with new settings 4. Configure payment gateway credentials 5. Test the donation flow in sandbox mode before going to production 6. Review the security checklist before deployment   **Español:** Si está actualizando desde una versión anterior, siga estos pasos: 1. Realice una copia de seguridad de su base de datos antes de aplicar cambios 2. Ejecute el script de migración de base de datos (`database_setup.sql`) 3. Actualice su archivo de configuración con las nuevas opciones 4. Configure las credenciales de las pasarelas de pago 5. Pruebe el flujo de donaciones en modo sandbox antes de pasar a producción 6. Revise el checklist de seguridad antes del despliegue   ---   Known Issues / Problemas Conocidos   **English:** - Webhook notifications may experience delays during high traffic periods - Some payment gateways require manual configuration of webhook URLs - Character names are case-sensitive in the donation form   **Español:** - Las notificaciones de webhook pueden experimentar retrasos durante períodos de alto tráfico - Algunas pasarelas de pago requieren configuración manual de URLs de webhook - Los nombres de personajes son sensibles a mayúsculas/minúsculas en el formulario de donación   ---   Roadmap / Hoja de Ruta   Planned Features / Características Planeadas   **English:** - Admin dashboard for donation management - Automated refund processing - Subscription-based donations - Gift card system - Enhanced reporting and analytics - Mobile application support   **Español:** - Panel administrativo para gestión de donaciones - Procesamiento automatizado de reembolsos - Donaciones basadas en suscripción - Sistema de tarjetas de regalo - Reportes y análisis mejorados - Soporte para aplicación móvil   ---   Contributors / Contribuidores   This release includes contributions from the development team focused on creating a secure, user-friendly donation and voting system integrated seamlessly with the existing CMS.   Este lanzamiento incluye contribuciones del equipo de desarrollo enfocado en crear un sistema de donaciones y votación seguro y fácil de usar, integrado perfectamente con el CMS existente.   ---   Support / Soporte   **English:** For issues, questions, or feature requests, please refer to: - `PRODUCTION_SETUP_GUIDE.md` for setup instructions - `SECURITY_CHECKLIST.md` for security guidelines - `DONATION_DIRECT_SYSTEM.md` for technical documentation   **Español:** Para problemas, preguntas o solicitudes de características, consulte: - `PRODUCTION_SETUP_GUIDE.md` para instrucciones de configuración - `SECURITY_CHECKLIST.md` para pautas de seguridad - `DONATION_DIRECT_SYSTEM.md` para documentación técnica   ---   License / Licencia   This project maintains its original licensing terms. Please refer to the LICENSE file for details.   Este proyecto mantiene sus términos de licencia originales. Consulte el archivo LICENSE para más detalles.   ---   **Last Updated / Última Actualización:** January 5, 2026   **Version / Versión:** 1.1.3
    • Dragonic 2 – High Five is a fully custom private server, built with an original visual identity and integrated premium systems. We offer a stable, modern, and optimized experience, combining classic High Five gameplay with new features created especially for the community. The server is live and available to all players. You can access the official website here:  https://dragonic2.com/ If you encounter any bugs or issues, please report them so we can fix them as quickly as possible. Join the adventure and discover Dragonic 2 — High Five.
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